News
May 30, 2007
Developer’s Diary: Maintaining an open dialogue with the community
“The key to this whole endeavor is working to affirm to visitors that this isn’t your typical producer-consumer interaction”
Kerberos and Lighthouse have a solid formula for success – create a space-strategy title, pack it with all the elements that make a strategy title very entertaining and then continue to add to the foundation until the palace is built.
Sword of the Stars was the foundation; Born of Blood is part of the building blocks. Sword of the Stars was billed as a 4X strategy game - a high-end strategy game that offers many factions and ways to play. While that can be a little daunting, the game managed to pull if off nicely. But with any successful title, there is bound to be an expansion and Sword of the Stars, published by Lighthouse Interactive, was no exception. That was when BoB, or Born of Blood, was conceived. According to the official press release:
"Sword of the Stars, originally released in August 2006, is a breakthrough 4X Strategy game that has returned gamers to the action-packed roots of the 4X genre with some new twists, including a 3D starmap and real-time combat resolution in a 3D environment – all available in multiplayer as well.
"In the official add-on 'Born of Blood' fans will see an increase in diversity, tactical depth and replay-value of the original game. SotS:BoB will give players a variety of new weapons, technologies, ship sections, scenarios and menaces to further expand and extend their gameplay experience. SotS:BoB is an essential upgrade for anyone involved in the Sword of the Stars universe."
Game features include:
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1 new race - the Zuul - with 80+ ship sections and Tunnel Drive FTL technology.
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Massive Zuul slaver disks allow them to take slaves and use them to boost production on Zuul fortress worlds.
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Over 15 new weapons to battle with including Boarding Pods!
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Over 25 new technologies to research and deploy.
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New diplomatic Data and Comm systems. Make demands! Ask for help in attacking specific targets. Warn players off from the worlds you have yet to claim!
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More Intelligence technologies allow you to keep track of enemy ships, tech and battles.
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A new trade route system making economic control and output even more vital for military success. Star freighters ply the trade routes making money for the player but are also vulnerable to raiders. Active piracy and escort battles enter the SotS universe with a bang.
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Details combat results and status graphs allow you to track the rise or fall of your empire over time.
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A variety of new ship sections for the original races to help meet this new threat.
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More tactical combat options.
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New combat arena as ships are called upon to battle in the dangerous depths of Node-space.
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New random menaces / exploration threats.
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2 new Scenarios (for both single- and multiplayer).
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5 new galaxy types.
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Various GUI and multiplayer enhancements.
Kerberos, in preparing for this expansion, is sharing its developer diaries with GameZone.com. The first can be found at http://pc.gamezone.com/news/04_16_07_09_56AM.htm.
Radical Transparency. As in, “Gnarly.”
By Chris Stewart, Producer/Designer
for Kerberos Productions
In a recent Wired article (I read it
for the pictures, honest) the author, Clive Thompson, outlined the concept of
Radical Transparency. The idea being that it was better for companies to talk
directly and honestly with the public, rather than talk through careful,
superlative-filled press releases – or worse yet, ignore them outright. The
article spent a lot of time talking in terms of large corporations, but it still
applied in a lot of ways to a Kerberos-sized design studio. And it also gave a
name to what we actively decided to try on our message-boards nearly two years
ago when we first announced Sword of the Stars – the PR talk would still be sent
out to the various gaming sites, but if someone had a question, they could ask
us - directly.
You’re thinking, “So, how’s that working out?” It’s as hard as we expected –
Thompson said it in his article, you can’t start and then stop, and we’d
anticipated this and we knew that would mean more work for us. When you make
yourself available through boards or blogs or whatever, you have to keep going,
and that’s a time consideration that anyone would rather not have when going
final, but you do the best you can. And for us it’s working pretty well.
Thompson’s article specifically
looks to big business because this is all very new to them. Frank discussion
with the masses isn’t considered Business Basics 101. You’d expect however that
the video-game industry would be better at it, given our access to technology
and the interactive nature of our products, but it hasn’t really turned out to
be the case. Interaction with the people who buy and play games still comes in
two flavors – lots of big empty smiles or nothing at all. At least with nothing
you know where you stand. Which means that the bulk of information about a game
comes from press coverage – you’re reading some right now, for example. But in
theory, communication can be far more direct – blogging being the current
favorite, but we’re fans of message boards. With blogging, the company picks the
topics and if you’re lucky, you get to respond with comments. On a message board
everyone picks topics, often just off the cuff.
We are at the point where we can play-test our game, take a screenshot of
something cool, post it to the message boards, and have a lively discussion
about it, inside of ten minutes. That’s about as direct as you can get, short of
inviting the public to come watch over your shoulder (and we’ve even done that a
few times.) How could that not be a good thing compared to sporadic PR bursts,
weeks or even months apart?
We live in an industry where the biggest movers and shakers are as big as it
gets in the corporate world, and a lot of them are still using the playbooks
Thompson says should be put down. Some have adopted faux transparency – there’s
a lot of talk, but they’re saying nothing – requests for clarification get slow
responses, if at all, but most just don’t talk to the consumer at all, they just
talk at them. At least on the developer side we really want to talk about games
with the people who play them. I don’t know that someone at a shoe corporation
really, really wants to talk about shoes with the public, but a game dev will
always want to swap tactics with the people playing their game – it just needs
to happen more. When Kerberos was formed we determined that we would try as much
as possible.
A big argument against this is that
you, the public, will see the big board, but we’re not guarding 11 herbs and
spices or something. Modders were already tinkering with the SotS demo well
prior to the release of the final game. Our consumers are already reading our
data files and discussing it. Which means the only secrets we’re concerned with
are the surprises we designed into our game. Partly it’s by design – the random
tech tree is working exactly as we’d intended, thwarting the dull fast-path to
high-tech domination, and challenging players to come up with creative tactical
and strategic responses. And partly it’s because for the money you pay for a
game, even a modestly priced title like ours, you want some “holy crap!”
moments. Above all else, these are the secrets we intend to preserve those for
you. That’s not to say we don’t drop a few hints for fun;
“Look at his picture of this thing ravaging that ship.”
“Oh God! What the hell is that?”
“We’re not telling. You’ll have to wait for release.”
Bwah-ha-ha-ha. I guess you could say coy secrecy is both amusing for us and
tantalizing for the fans. Even other players join in on the fun. Occasionally a
new player will show up and exclaim that a whole planet disappeared off the map!
What’s going on? And the entire community rubs their hands gleefully and as one
replies, “You’ll see!”

Initially the Kerberos message board
was started to inform players about our game – who are we and what were we
trying to accomplish. Over the past year, it’s grown into a community, which in
turn has helped inform us about our game. I don’t just mean beta testing, but
suggestions that have been added to the game over two updates and the upcoming
Born of Blood. PCs are magic, no doubt, but one game cannot be all things to all
players at all times, so some suggestions just don’t fit, but when people post
about GUI features that they would like to see, or a map idea, and it’s within
our power, why not? And really, that is the creed we have tries to live up to in
our interaction with the fan base…”Why not?” It’s amazing how many things open
up when you ask that question in response to the phrase “It’s just not done in
business”.
Most recently we’ve agreed to a fan mod for Sword of the Stars – members of the
board asked if they created a new race of their own, could they get some help
integrating it into the game engine. Our thought was, basically, if the fans are
willing to get so into the game and do that much work, what kind of a company
would we be not to dedicate a few days and an update to making sure all their
work fit into the game. It’s a race that currently falls outside the game
storyline, but we’d like to see it in action as much as them, and by design,
it’s more than possible to give them a few special abilities with some effort on
our part. One member of the boards sent us an early SotS poster, signed by the
sci-fi stars attending a local convention – they have a planet in the game named
after them. Another started and maintains a wiki for SotS – we can’t do enough
to thank him, but we try as often as we can, because he has created a resource
even we use. We will always try and reward the community, even in little ways –
contributing board members from prior to our Web-server getting Penny Arcaded
have their own special rank displayed under their names; Ante Priore Wangum
I know – Socrates is rolling in his grave, but everyone thinks it’s funny. And
it’s not just an automatic measurement of post numbers – it was deliberately set
up and manually granted to our early adopters. Our goal is to maximize access to
the guts of the game – or the guts behind the game, more accurately. This
includes daily posts, regular screenshots, and the occasional surprise for those
in the board community. It is extra work, and work equals time and time equals
money. But quite contrary, how has our garden grown? It’s turned into people who
share the game with others – maybe by starting a fan site (with art assets
provided directly from the dev artists), or writing fan fiction (after
discussing the particulars of our alien races with our writer), or just taking
the time to talk to us about the game and then sharing that info with the next
person to show up to talk. That’s why it’s worth the extra work. Hard work, but
worth it.

The key to this whole endeavor is
working to affirm to visitors that this isn’t your typical producer-consumer
interaction. This would not be a collection of gamers talking amongst
themselves, occasionally visited by a developer or more often a PR wrangler
doing the sociable restaurateur; “You suck!” “Hey, thanks for coming. Louie, the
man is dry.” In order to do this, we have to talk as individuals, and this has
required a certain agreement between us and everyone visiting the boards, and
that agreement is that everyone here is a real human being and you should
probably talk to them like you would if you met them on the street or at the
library. Over the years people have grown use to a certain level of distance
between them and the subjects of the boards they visit, creating a mixture of
Lord of the Flies and when-the-cat-is-away, with a touch of
kiss-my-ass-what-are-you-going-to-do-about-it? But that doesn’t fly as well when
a Kerberos person reminds you that you are talking about and to real human
beings and that the board is a two-way street instead of a graffiti wall.
We don’t have a lot of time, so if we are to make ourselves available to a
greater degree than normal, then we don’t want to waste it – anybody that starts
a post with “This sucks.” as opposed to “I don’t like this – why is it like
that?” means a great deal of our time spent on someone who’s really not
interested in what we have to say anyhow. Which of course is time we could be
spending talking to someone who is genuinely interested or even, y’know, working
on our game.
Similarly, when we do get into a discussion, it can’t go on forever, but we do
make the time for one thing consistently. We read every post, we think about
every post, and if it has something to do with us or the game, we reply to that
openly and honestly. Sometimes that means we say “Oooh, nice idea!” At other
times it means we do think the unthinkable in terms of PR and say “Ah, not so
much.” Again, an open flow of thoughts between public and developer as if both
were real people sitting over a coffee.
This has, as we expected, not been the easiest of roads and asking that people
treat each other as humans instead of ego speed bumps, has been a shock to some.
But for all the ruffled feathers, I can count the number of actual unpleasant
moments on one hand with enough digits left over to toss them the “L” sign.
What was counter-intuitive to a lot of surfers at first has resulted in an
intelligent and self-regulating community that has allowed for growth without it
becoming difficult for us to maintain the same level of contact. The same people
who we’ve discussed various topics with before now often have the same
discussion with people new to the board, allowing us to join in without having
to cover well-tread ground. And more importantly there isn’t an acceptable level
of “verbal violence.” Telling someone they suck (I’m using “you suck” as a bit
of a blanket, but you know what I mean) isn’t met with “Dude, that was so
awesome!” Instead it is met more by the cold stare of the community as a whole,
not just a “mod.” It is, after all, a waste of their talk time too.
Since SotS does not end with Born of Blood, this trend will only continue, as
more and more people discover our addition to the 4X genre. Can this philosophy
of being regular Joes with the community survive a board population of 50K
instead of 2K? From the look of the growth curve, time will tell. But we’ve
planned out where we’re taking the game next, and we will continue to talk to
anyone that wants to talk person to person. I don’t know if Wired putting a name
to what we have been doing is going to help the process evolve. But it’s been
two years of success for Kerberos, with the pros well outweighing the cons. All
in all, at the end of the day, it feels better to us to be out there on the
floor mixing it up with the fans than it would be taking their money through a
arrow-slit in the door and handing back prepared statements with a pat on the
head. That just doesn’t sound like fun and Kerberos Productions was born of the
idea that if it ain’t fun, yer doin’ something wrong.
See you on the boards!


Glink It